Most people don't like a game where wrong decisions means game over, and they got to replay the game, building up a list of what to do and not to do.
Such games can be fun, despite this, and most early games were indeed like this (such as NES Shadowgate:
http://www.gamefaqs.com/nes/563455-shadowgate-1987 ), as they had such limited memory, and were generally simple and small enough that having to restart~replay wasn't that big of an annoyance (and no long cinematic and~or dialogue-plot-story scenes that you can't choose to skip past - a huge annoyance still with some modern games and definately an annoyance with the first games able to have such cinematics and~or dialogue-plot-story scenes, aka the PS1 games), as you enjoyed trying to slowly build up your list of what to do and not do, slowly progressing towards beating the game, slowly beating all of the puzzles of the game.
You can see the change~shift over to non-game-ending-decision games, in NES Maniac Mansion (both awesome games, btw, hehe):
http://www.gamefaqs.com/nes/563438-maniac-mansion , as if you mess up, you get caught and taken to a dungeon, and once you get two people caught (you can switch control amongst 3 characters with a different skill), there's a way to get one of your caught characters out of the dungeon, so that it's never game over for you (well the games does have a few fatal-for-your-character easter-egg-like ways to game over for fun, hehe).
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so, the obvious response is, unless you intentionally want to make such a game-over due to decisions made in-game (replay) game, which you generally shouldn't do, you need to always have a back-up or fall-back way for someone to get past a puzzle or part of a game if they mess up on the main way of doing it "correctly" (and also a means for them to do so too if they can't figure out whatever the puzzle they need to complete to progress in the game, such as a hint system, which upon the third time, gives them the solution).
or, you could just have a cheat system, for someone to progress them forward in the game if the mess up, which is maybe the better method, as it means less work for you, as you don't need to make extra back-up or fall-back means and~or puzzles for progressing if they mess up on the main-"right" method
take for example Fallout 1 and 2, using my pretend commenting below to make the point about this topic:
"we created the combat system... but now we got to create a diplomacy~dialogue system and a stealth-sneak system, for people to have 2 alternative methods of doing things, besides combat (just killing everything, lol) ... argh, just more work for us, making the game much bigger, but people will probably enjoy it, while we who have to do this extra work, not so much"
this is actually a pretty big debate of game design: do you make multiple games within a game, or just one single game in a game ??? Is diversity or alternative methods and etc stuff really a good or bad idea in games ??? What's really more fun for the player? And, from the game makers' profit stand point, would it be better to have made 3 separate Fallout 1/2 games: a combat fallout1/2 game, a stealth fallout1/2 game, and a diplomacy-dialogue fallout1/2 game, or is having all of these 3 games in our one game of fallout1/2, better?